- Thank you for the introduction,
I'm Jun Ishida from the University of Chicago,
and this work has been done with the corrects
from the University of Tsukuba in Japan,
with the support of JSD and JSPS.
So the title is Egocentric Smaller-person Experience
through a Change in Visual Perspective.
So the question in this research is,
how can we share one's experience,
in a daily life.
A particularly smaller-person's experience,
in more embodied, social, and egocentric manner.
So to tackle this question,
we have developed a wearable device
that can change your visual perspective
into a lower position.
So wearers can observe this,
our own world from the lower stature.
Then they can understand how children perceive,
a smaller-person, perceive the world.
Okay, so this system consists of a wearable stereo camera
with fisheye cameras, and head-mount display,
to provide real time videos from the lower stature.
The important thing is that
the wearer can control their field of view,
by using their own head orientation
in real time.
So the visual transfer of the device,
equips two 180 degree fisheye cameras,
and microphones, and motion sensors
to detect the wearer's body orientations.
The software is configured by a openframeworks environment,
which creates stereorectified images
from the captured spherical images
from the fisheye cameras.
The readings she was measured as are on
100 and 380 reader seconds,
which is still sufficient for preserving the agency
of the user's actions.
For more details, please read from our paper.
So as for applications, our device can be used
as an educational tool, for nursing school teachers,
medical staff, and parents.
And also as an design assistive tool for designers
for stores, classrooms, or exhibitions.
Actually, we have already tested these scenarios
in nursing schools and hospitals,
so please take a look at this video.
(class speaking foreign language)
(exclaiming excitedly)
(foreign chatter)
(laughing)
(nurses speaking foreign language)
So now, let me explain how our research can be defined
through related works review.
So actually there are several attempts to create
a sense of being a child, in the field of design,
to provide a design guideline for children
or like elderly persons.
So one study proposed the methodology
of using a fixed camera at a lower point of view
to evaluate the accessibility
for the children in the public space.
Honda Motor Company provides a car wall goggle
to reproduce a child's narrow perspective,
to help car drivers to understand how children
perceive the lower environment.
And also, MIT H-Lab have developed elderly suits,
which degrades your visual and mortal capabilities
to reproduce an elderly's experience
and help the evaluation of the accessibility
in transportation systems.
And in psychological studies,
many studies have investigated
how perception is modified when the body ownership
is transferred to a small doll, or a shorter arm,
or a smaller avatar in a virtual environment.
And they reported that having embodiment of a child,
and for instance, object sized perception,
and distance perception, state of identification,
and even speaking behaviors.
But users' experience might be passive or static
when they use a rubber hand illusion technique.
And also using the virtual environment makes it difficult
to have embodied and social interactions with people
in the existing real world.
So everything that's brought with a passive and active
axis on the horizontal,
and real and virtual axis on vertical,
so it works and can be a place like this.
Studies with a rubber hand illusion technique,
where users have to receive the tactile simulation,
while sitting or laying down on the floor,
could be a passive experience in a real environment.
On the other hand,
having a child's embodiment in VR
could isolate from the VR and physical relationship.
So actually our study places here,
where users' experience is more active and embodied,
while involving social interactions
in the real world environment.
Then, we would like to explore
its possibilities and the challenges,
for gaining embodied knowledge of a
smaller-person's experience in the real world environment.
So, what we actually we are trying to do in this research,
is shaping body representation
into that of another in the real world,
for acquiring the embodied knowledge of one's experience.
So this interaction's type allows users
to reach to real people and objects.
Therefore existing physical or social knowledge
in your classroom, workspace, or home,
can be also used to understand
how a user's body has changed by comparing.
This allows more active and social interactions,
and we believe that the such environment
provides a more authentic embodied experience.
So to verify the shaping of the body representation,
and also to explore how it changes once experienced,
we investigated these three important factors.
Which is the changes in the user's perception,
action, and interaction, by shaping body representation
in real world environment.
So let's start from the perception experiment.
So in this experiment we perform personal space evaluation,
so objective of this experiment is to evaluate
how a changing eye height
changes the interpersonal relationship in the real world.
So personal space is defined
as the physical space surrounding someone,
into which the others proximity can feel uncomfortable.
This is a very important factor
that represents a social relationship between two persons.
So in this experiment,
we observed the changes in his personal space,
with or without changing height of perspective.
So here shows experiment set up,
we used stop distance message to measure the personal space,
which is commonly used in psychological studies.
And there are two important conditions.
The one is standing, a wire camera is placed on the head,
and the other is standing,
wire camera is placed on the waist portion.
So we recruited nine nursery teachers
and experiment was conducted in a nursery classroom.
So here shows the result,
and it shows that the shifting the eye level down,
significantly enlarged their personal space.
And the participants also mentioned
that the approaching experimenter looks bigger than usual.
Also they stated that they want to stand up on tiptoe
to make their perspective higher.
Now from this research,
lower perspective could create an intimidating feeling,
toward approaching the person.
Also from the comments,
they wanted to move their perspective higher,
even though they were already standing.
Such postural and visual mismatch
could also affect their sense of personal space.
So the next is action experiment.
So in this experiment we tried to figure out,
we tried to verify that shaping of body representation,
from the user's interesting actions,
which we call air handshake illusion.
So when we were doing the exhibitions,
we found that the many visitors
raised their hands higher than usual,
when the experimenter tried to have a handshake.
And the result that this is caused by the
perceived shoulder height,
and this could be used as an index
to evaluate the strengths or level
of the shaping of the body representation.
Also, we wanted to know how active interactions,
which is a field of view control, in this case,
affects the change in body,
how it affects the change in your body, your presentation.
Then we saw that the handgear during the handshake action
can be used for the evaluation method.
So here shows the setup,
so there are two important conditions.
The one is passive video condition,
which is watching a video
without having a field of view control,
then perform a handshake with the man in the video.
The other is active FOV control condition,
which is the participant observed the same experimenter
through the camera system,
with the field of view control capability,
then perform the handshake with a real man.
And here shows the results,
and it shows that the participant lays their hand higher,
significantly higher,
when they can control their field of view.
Also, they looked up significantly higher,
when they can control their field of view.
So from this research, it is suggested
that the active field of view control actions
enhanced the shaping of the body representation.
It was also observed that some participants
extended their arm longer than usual,
they could pass if their,
pass as if their arm length, become shorter.
So actually, such phenomenon was also reported
in a virtual environment,
then this could be verified in a real environment as well.
So lastly, we conducted a interaction experiment.
So in this experiment, as shown in the beginning,
we did observation and collected questionnaire feedback
at national schools, hospitals, and conference exhibitions.
So we asked participants to answer a little questionnaire
about passive height and surroundings, and feelings.
The results show that their passive height became shorter,
and also perceived size of the surroundings became larger.
And they reported that they felt intimidating.
So this would indicate that the device
modified their experience.
We also asked participants to answer
their body representation from these figures.
And the six percent of participants
stated that perceived height became shorter,
and some reported that only their head moved
to their waist portion.
So this could be caused because of the special mismatch
of the eyes and hand in the system.
But anyway, this shows that the visual device
achieved to create a lower perspective
and a sense of shorter height.
And interestingly during the observation
we could see many interesting activities,
such as surprise reaction,
or protective pose from the experimenter,
or child like talking, and intimidating action
by the surrounding of people to the wearer.
So these are not actually controlled experiment,
controlled experiment setup, however,
not only the wearer but also the surrounding people
could change their interaction style,
including attitude or conversation.
We would like to verify this phenomenon
with more controlled setup in the future.
So in conclusion, we provided possibilities
and challenges of changing our perspective
by shaping body representation.
Through activities we did interaction design,
to provide embodied social and
egocentric smaller-person experience.
And to achieve this experience,
we developed a visual translator device,
while preserving the field of view control capability.
And we also verified that users' perception,
action, and interaction,
were modified while allowing the active
and social interactions with other people
in a real world environment.
And also, not only the wearer
but also surrounding people,
could gain the embodied knowledge
of the smaller-person's experience.
So actually, we also developed a passive hand exoskeleton,
like this, that changed the scale of the hand,
the hand dimensions, to reproduce a hoptic perspective
of a smaller person's, that of a smaller person's,
for assisting more embodied product design,
procedure, by adult designers.
We hope we can report the effect of combining these visual
and hoptic prospective transformation in the future.
So actually, this device is,
the demo is available in our interactivity booths,
so if you have time, please come and enjoy.
That completes my presentation.
Thank you very much!
(audience clapping)
- [Announcer] All right, so you have microphones here,
here, and then in the middle.
So,
I mean,
so I, I wanna ask one then.
It seemed most of the interaction actually happened
by the person approaching the person
wearing the head monitor display,
and so I'm wondering what kinds of interactions do you think
you can actually explore as a small,
like as a mini-fied person, in this egocentric view,
because the hand is an issue,
you can only walk towards things,
but it seems relatively limited,
the interactions that you can explore that way,
your own interactions.
- Yep, so as I showed in the last slide,
we are also considering some hoptic perspective translation,
transformation, and actually the device is configured
in a wearable form factor,
and so the wearers can freely walk around
in an existing environment,
and freely able to have interaction with the surroundings.
I hope we can find another new findings
with the longterm, or another experiment perimeters.
- [Woman From Audience] I'm Dorothe Smit
from Salzburg University,
thank you for your talk, very interesting work.
- Thank you very much.
- [Woman From Audience] I was wondering,
I've looked at your paper a little bit
because I'm looking into similar things as well,
and I was wondering, so if I've understood correctly,
you're using basically 180 degree field of view?
- Yep.
- [Woman From Audience] And then low passing the sides,
do you think that had an influence
on the level of emergence and sense of presence,
and if so do you think that you could speculate
that if you had a 360 view,
the effects would be even greater?
- Yep, thank you for your question,
so we as you said, we use the 180 degrees
fisheye lens, for HD output, and we actually
we crop in a certain area,
then rectify, and then display on the head or on display,
so the resolution is not so much high,
but so in terms of that,
the presence in a head mount display,
of the person could be decreased,
but we have the social interaction, like a conversation,
or like touching or hearing in the real world,
so we can feel that the clear existence of the person.
So I think that's one of the benefits of
changing the body representation
in a real world environment.
- [Woman From Audience] Thank you.
- Thank you.
- [Man From Audience] I'm Shin from (mumbling) laboratory,
thank you for GRADTalk.
So I have a question, so your system provided
very small-person perspective for the user,
but it was, how other people perceive that person.
Because in the system, still,
some people can look at the users face,
real social interactions should be like a small-person
versus the usual person, so how do you think about that?
- Yep, thank you for your interesting question,
so actually I think there's several solutions for that,
like displaying the wearer's face
around the camera area, to make eye contact
between a real face and a camera position,
so yeah maybe we can discuss another implementation method.
- [Man From Audience] Okay thank you so much,
great talk, thank you.
- [Announcer] Let's thank Jun again.
(audience clapping)
and all the speakers of the session.
Find Veno and all the speakers of the session,
after the session and coffee break,
enjoy the rest of the day.